1997Q3/
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<H1>Re: [MUD-Dev] Supporting RP+PG</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Supporting RP+PG</LI>
<LI><em>From</em>: Matt Chatterley &lt;<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>&gt;</LI>
<LI><em>Date</em>: Thu, 3 Jul 1997 09:17:16 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:caffeine#unreal,org">caffeine#unreal,org</A></LI>
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<PRE>
On Wed, 2 Jul 1997, Marian Griffith wrote:
&gt; On Tue 01 Jul, Matt Chatterley wrote:
&gt; &gt; On Mon, 30 Jun 1997, Huibai wrote:
&gt; 
&gt; &gt; Yeah - gradual increase seems to be thought of as the way to go now, and
&gt; &gt; is certainly very attractive over a jagged set of increases, pretty much a
&gt; &gt; smooth, exponential approach (or a parabola, or normal distribution).
&gt; 
&gt; The good part about it is of course that it allows you to hide
&gt; the details from the players. If the changes are gradual there
&gt; is no way to point at exact moments  where the change occurse.
&gt; There isn't one after all.  It distracts players from the game
&gt; of levelling and allows them to concentrate more on playing it
&gt; as a game rather than as a point (kills ?) scoring contest.

Oh absolutely, thats a wonderful thing. The player can look back at how he
was &lt;some relevant time period ago&gt; and compare to how he is now
qualitatively ("I used to barely be able to get past those guards, they
hardly trouble me now!" - which may be for any of a number of reasons, not
classic skewed balance), but cannot say "Cool, I went up a level, now I
know I can do X". Improvements in RL are similar - I can handle calculus
much better than I could 6 months ago, but I can't pinpoint a particular
point along my learning where I could suddenly do problems that used to
cause me much trouble, easily.
 
&gt; &gt; Is 50/100 HP exactly half dead? Would being poked in the tummy hurt more
&gt; &gt; if you had several cracked ribs? Ie: Will a hit of the same strength
&gt; &gt; always hurt the same amount, no matter how close to being dead you are?
&gt; 
&gt; It took me a good long time to understand that hitpoints in the
&gt; traditional mud do not mean healt, but your ability to continue
&gt; the fight. As you fight you get tired, you get cuts and scrapes
&gt; and so on.  All this wears out your ability to fight,  until at
&gt; one point you are too hurt+exhausted to avoid the killing blow.
&gt; Of course  the fact that the being hit messages describe every-
&gt; thing as a veritable carnage  do not help to bring this message
&gt; across to the players. It also isn't exactly necessary to do it
&gt; this way. You can simply keep track of wounds and exhaustion in
&gt; separate numbers.  And have a more or less realistic effect for
&gt; wounds.

I think this original intention of HPs (more as endurance, with nothing
really critical being dealt until the end) is quite good in notion - but
as you say, many muds do not follow through with it, it's just rather
silly. You can get hit very very hard a dozen times, then get tapped,
which kills you. :)

Tracking wounds, exhaustion etc separately can work too - but needs to be
done with some caution so as not to be very confusing. Adjusting things so
you have your "health tracking", which is not a simple "alive or dead" is
one of the most immediate solutions - for instance, my implementation of
"death" is not absolute, in the sense that the function which causes it
gives you chances to escape with just a pretty nasty effect (hangovers
from bad wounds), until you're beat up (or hit hard/often enough), when
you can simply die.
 
&gt; Marian
&gt; -- 
&gt; Yes - at last - You. I Choose you. Out of all the world,
&gt; out of all the seeking, I have found you, young sister of
&gt; my heart! You are mine and I am yours - and never again
&gt; will there be loneliness ...
&gt; 
&gt; Rolan Choosing Talia,
&gt; Arrows of the Queen, by Mercedes Lackey
&gt; 
&gt; 


Regards,
	-Matt Chatterley
	<A  HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A>
"He can't stop us, we're on a mission from Glod!" - Soul Music (Pratchett)


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<LI><STRONG><A NAME="00044" HREF="msg00044.html">Re: [MUD-Dev] Supporting RP+PG</A></STRONG>
<UL><LI><EM>From:</EM> Marian Griffith &lt;gryphon#iaehv,nl&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00002" HREF="msg00002.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 01 Jul 1997, 21:53 GMT
<UL>
<LI><strong><A NAME="00033" HREF="msg00033.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Wed 02 Jul 1997, 15:29 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00004" HREF="msg00004.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 01 Jul 1997, 22:03 GMT
<UL>
<LI><strong><A NAME="00044" HREF="msg00044.html">Re: [MUD-Dev] Supporting RP+PG</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 03 Jul 1997, 00:54 GMT
<UL>
<LI><strong><A NAME="00060" HREF="msg00060.html">Re: [MUD-Dev] Supporting RP+PG</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 03 Jul 1997, 15:17 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00043" HREF="msg00043.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Huibai <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Wed 02 Jul 1997, 23:43 GMT
<UL>
<LI><strong><A NAME="00059" HREF="msg00059.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 03 Jul 1997, 15:10 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00063" HREF="msg00063.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Thu 03 Jul 1997, 16:23 GMT
<UL>
<LI><strong><A NAME="00064" HREF="msg00064.html">Re: [MUD-Dev]  Supporting RP+PG</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Thu 03 Jul 1997, 18:31 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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